• 제목/요약/키워드: Teaching-learning Contents

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AI 쳇봇을 활용한 플립러닝 기반의 대학교육의 변화 (A study on the Change of University Education Based on Fliped Learning Using AI)

  • 김옥분;조영복
    • 한국정보통신학회논문지
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    • 제22권12호
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    • pp.1618-1624
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    • 2018
  • 플립러닝을 기반으로 학부중심 학사 구조가 4차 산업혁명시대 대학교육의 변화를 통해 학생들은 문제 해결능력을 기반으로 가치창출 능력을 배양하는 필수화 과정이 되어야 한다. 이를 위해 창안된 프로젝트기반 학습법(Project Based Learning)과 MOOC를 결합한 거꾸로 학습법(Flipped Learning)을 과감하게 도입 및 확산하고, 날로 고도화되어 가는 AI기반의 학습컨설팅(E-Advisor)의 도입과 확산에 따라 4차 산업혁명에 부합하는 "개인 맞춤교육"으로의 전환이 이루어져야 한다.

능동적 학습 향상을 위한 교수학습모형개발 (Development of Teaching and Learning Model for Enhancing Active Learning)

  • 최석현
    • 한국콘텐츠학회:학술대회논문집
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    • 한국콘텐츠학회 2018년도 춘계 종합학술대회 논문집
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    • pp.423-424
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    • 2018
  • 본 연구에서는 학생들의 능동적 학습(Active Learning)의 향상 방안을 모색하고자 하였으며, 이를 위해 학습자 중심의 참여식 교수학습방법을 바탕으로 교수학습모형을 제안하였다.

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초등 과학교과 교사용 지도서 생명 영역 단원 및 차시 목표의 일관성 분석 (A Analysis on Consistency of Learning Objectives of Units and Instructional Units in Elementary School Biology Teaching Guide-Books)

  • 김정민
    • 한국초등과학교육학회지:초등과학교육
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    • 제27권1호
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    • pp.75-82
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    • 2008
  • The purpose of this study was to examine the consistency and balance of learning objectives of units and instructional units according to grades and educational domains. Educational domains were cognitive(scientific knowledge), scientific inquiry(inquiry process skills), affective(scientific attitude), and science-technology-society(STS). Learning objectives of life field of the 7th elementary science curricular teaching guidebooks were analysed. Scientific inquiry process skill objectives(43.5%) were most dominant in units, but cognitive objectives(53.9%) were most dominant in instructional units. STS objectives were most recessive in both units and instructional units. Especially, objectives of units and instructional units were shown no consistency by grade. The results of this study suggested that the textbooks and teaching guidebooks should be developed consistently by considering learning activities and contents on the basis of background and properties of science curriculum.

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여성건강 교수-학습과정에서의 원격영상강의 시스템 적용 (Application of Distance Videoconferencing on Women's Health Teaching-Learning Process)

  • 강남미
    • 한국간호교육학회지
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    • 제5권2호
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    • pp.165-176
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    • 1999
  • The goal of women's health education can be defined as improvement of the quality of their life during entire life cycle. In Korean society, women's well-being is very important to themselves as well as their families, communities. and country. Thus it is important to systematize information on women's health education. These systematized information can be used in preparation of coming 21st century called information era. Unfortunately there have been few studies in women's health education research in Korea especially distance education for women's health related with korean socio-cultural background, etc. Distance education has been internationally used in a variety of settings as a means of providing health education information. The objective of this study was to apply and evaluate a multimedia videoconferencing on women's health distance teaching-learning process. In this study I'd like to design multimedia digital educational material used in the distance teaching-learning process for women's health, and to practice a multimedia videoconferencing on women's health distance teaching-learning processs. The procedures of this study were summarized as follows ; 1. Analysis of subjects' characteristics and education contents and for women's health. 2. Design of a multimedia videoconferencing on women's health distance teaching-learning process. 3. Development of women's health distance teaching-1earning process. 4. Evaluation of developed digital multimedia and distance teaching-learning process related with women's health These results will be used in development of the distance-learning education program for improving Korean women's health. Findings su99est that the advanced methodologies for designing and evaluating the women's health distance teaching-learning programs be obtained through the collaboration with other field's staffs.

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공학교육에서의 팀티칭기반 융합프로젝트중심 교수학습모형의 개발 (Teaching-Learning Model of Convergence Project Based on Team Teaching in Engineering Education)

  • 박경선
    • 공학교육연구
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    • 제17권2호
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    • pp.11-24
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    • 2014
  • The purpose of this study is to develop a teaching-learning model of convergence project based on team teaching. Based on development research methodology which explored a university case, the teaching-learning model was developed including three phases such as preparation, planning, and implementation & evaluation. The preparation phase has three steps as follows: to organize team teaching faculty; to develop convergence projects cooperated by industry and university; and to design instructions based on supporting convergence projects. The last step of preparation phase consists of five design activities of: (1) instructions and teaching contents; (2) communication channel among faculty members; (3) feedback system on students' performance; (4) tools to support learners' activity; and (5) evaluation system. The planning phase has two steps to analyze learners and to introduce and modify instruction and themes of convergence projects. The implementation & evaluation phase includes five steps as bellow: (1) to organize project teams and match teams with faculty members; (2) to do team building and assign duties to students of a team; (3) to provide instruction and consulting to teams; (4) to help teams to conduct projects through creative problem solving; and (5) to design mid-term/final presentation and evaluation. Lastly, the research implications and limitations were discussed for future studies.

블렌디드 러닝을 활용한 중학교 기술·가정 '청소년기 영양과 식행동' 단원의 교수·학습과정안 개발 (Development of the Teaching-Learning Process Plan for 'Adolescent Nutrition and Dietary Behavior' of Middle School Technology and Home Economics through the Use of 'Blended Learning' Teaching Method)

  • 백희연;유세종;김유경
    • 한국가정과교육학회지
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    • 제33권4호
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    • pp.119-137
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    • 2021
  • 본 연구는 청소년의 바람직한 식생활 형성을 위해 온·오프라인을 연계할 수 있는 '블렌디드 러닝'의 수업 방식을 활용하여 중학교 기술·가정① '청소년기 영양과 식행동' 단원으로 교수·학습과정안을 개발하는데 목적이 있다. 본 연구에서 개발된 교수·학습과정안은 한국교육과정평가원의 '분석-설계-개발-평가 및 수정'모형을 적용하였다. 블렌디드 러닝에 적합한 교과서 내용을 분석하고, 차시별 주제, 교수전략, 매체 및 평가도구를 선정하여 교수·학습과정안을 설계하였으며 이를 활용하여 교수·학습과정안, 활동지, 평가도구를 개발하였다. 또한, 개발된 교수·학습과정안은 전문가 검증을 받아 수정·보완하였다. 본 연구의 결과를 살펴보면, 블렌디드 러닝을 적용한 '청소년기 영양과 식행동' 단원의 교수·학습과정안은 현시점에 부합성이 있는 것으로 나타났으며 블렌디드 러닝을 적용한 온라인 수업에서는 학생들이 모둠 및 발표 활동을 제시하여 학습자들의 참여도 및 흥미가 저하되지 않도록 구성되었다. 그리고 개발된 교수·학습과정안은 수업 의도에 맞게 패들렛, 띵커벨과 같은 원격수업 도구를 사용하여 온라인 환경에서도 원활하게 수업이 진행되도록 개발되었음을 확인하였다. 본 연구에서 개발된 블렌디드 러닝을 활용한 교수·학습과정안이 온라인 수업에서 청소년기인 학생들의 올바른 식생활을 실천할 수 있는 수업으로 활용될 수 있고, 더불어 다양한 수업환경을 띠는 블렌디드 러닝 수업에서도 효과적으로 활용될 수 있기를 기대한다.

스마트러닝 환경에서 모바일 콘텐츠가 학습자의 학습만족도에 미치는 영향 (The Influence of Mobile Contents on the learner's learning satisfaction in the Smart Learning Environment)

  • 김창희
    • 디지털산업정보학회논문지
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    • 제9권4호
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    • pp.177-188
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    • 2013
  • Since the world entered the age called "Smart Revolution", there has also been a lot of changes in the field of education. In educational environment, there is a growing interest in smart learning based on mobile contents, with the development of Smart Devices and ubiquitous technology. This paper is about a research on what effects smart learning has on leaner side when learners make active use of mobile contents in this age of Smart Revolution. First, we embodied teaching plans for some practical classes in forms of mobile contents using M-bizmaker. After the learning process based on the embodied contents for students, we analyzed the survey results on 4 sections-their use of apps, screen composition, technical support, interactions. We also studied the results of a questionnaire on 4 sections-contents, information offering, feedback systems, learner assessment-to evaluate their satisfaction. The research suggests that learner satisfaction can be improved with smart learning based on mobile contents embodied for leaners.

플립드 러닝과 프로젝트 기반 학습을 결합한 메타버스 게임화 교수법이 대학생의 과제가치와 학업적 자기효능감에 미치는 영향 (The Effect of Metaverse Gamification Teaching Method combining Flipped Learning and Project-Based Learning on Task Value and Academic Self-Efficacy of University Students')

  • 배성훈
    • 한국콘텐츠학회논문지
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    • 제22권6호
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    • pp.413-427
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    • 2022
  • 본 연구의 목적은 플립드 러닝과 프로젝트 기반 학습을 결합한 메타버스 게임화 교수법으로 대학생들의 과제가치와 학업적 자기효능감을 향상시키고 이를 검증하는 것이다. 본 연구의 대상은 청주의 K대학교에서 상담 심리학을 전공하는 16명의 대학생들이다. 대학생들은 각각 실험집단과 비교집단에 배정되었다. 실험집단에는 플립드 러닝과 프로젝트 기반 학습을 결합한 메타버스 게임화 교수법이 적용되었고 비교집단에는 단순 강의식 교수법이 적용되었다. 본 연구에서의 종속변인은 과제가치와 학업적 자기효능감이었다. 그리고 각 변인들을 사전, 사후에 측정하였다. 연구 결과 사후 검사에서 실험집단의 과제가치와 학업적 자기효능감은 비교집단에 비해 통계적으로 유의미하게 높았다. 본 연구의 결과는 플립드 러닝과 프로젝트 기반 학습을 결합한 메타버스 게임화 교수법이 대학생들의 과제가치 및 학업적 자기효능감의 향상에 효과적임을 시사한다.

초등학생을 위한 알고리즘 교수학습방법과 평가 (A Study on Algorithm Teaching and Learning Methods and Assessment for Elementary School Students)

  • 김철
    • 정보교육학회논문지
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    • 제19권4호
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    • pp.489-498
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    • 2015
  • 본 연구에서는 초등학교의 알고리즘 교육에 필요한 교육 내용과 교육 방법, 평가 유형을 제안하였다. 첫째, 교육 내용으로는 한국정보교육학회에서 제안한 정보교육과정을 보완하여 알고리즘의 표현, 알고리즘의 이해, 알고리즘과 순서도, 알고리즘의 구조, 알고리즘의 결과, 알고리즘의 수정, 알고리즘의 개선으로 구분하였다. 둘째, 교육 방법으로는 생활 속 코딩, 언플러그 활동, 블록 프로그래밍, 체감형 프로그래밍을 제안하였다. 셋째, Code.org에서 제공하는 'Hour of Code'의 모든 미션을 분석한 후 평가 유형을 알고리즘 선택하기, 알고리즘 채우기, 알고리즘 수정하기, 알고리즘 예측하기로 구성하였다.

대학생 직업기초능력 향상을 위한 교수학습모형 개발 연구 (Development of Teaching and Learning Model for the Key Competencies Education in the University)

  • 이은화
    • 수산해양교육연구
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    • 제24권6호
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    • pp.763-780
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    • 2012
  • The purpose of this study was to develop the teaching & learning model to increase the key competencies in the university. For this, the researcher suggested the draft of teaching & learning model in the university based on literature analysis and survey for key competencies education to professors and students. After that, the draft of the model was revised through the formative test by experts. And then, the revised model was verified through delphi survey and a final model was fixed. As the result of this study, features of the final model are as follows. First, this study identified that a core values of teaching and learning model for the key competencies education in the university is reinforcement of learner's thinking skills and enhancement of field oriented on learning contents and reinforcement of professor's role as a mentor, a facilitator, a motivator, and an informant. Second, The core learning activity's process of the teaching and learning model for the key competencies education in the university consists of the following in order: team-building, exploring problem, gathering and analysing informations, arranging of leaning outcomes, comprehensive arrangement and self-examination.